Super Smash Bros. Melee Walkthrough :

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Walkthrough - Super Smash Bros Melee FAQ/Move List

Page 1

SUPER SMASH BROTHERS MELEE 101
DR DOGG'S NINTENDO ALL-STAR DAI-RANTOU SMASH BROTHERS DX 101
Version 2.9
Last Updated: 12.14.2001
INTRODUCTION
Welcome to Super Smash Brothers Melee (Nintendo All-Star Dai-Rantou Smash
Brothers DX in Japan). The first fighting game made by Nintendo/HAL for the
Nintendo GAMECUBE. Smash Brothers Melee is brand new, and therefore information
is somewhat scarce. This is why I have decided to write my own Smash Brothers
Melee guide. Many people have given me praise on my original Smash Brothers 101
guide, so I hope I can make this one even better. Once the guide has been
completed, you will find in-depth strategies for single and multiplayer games
as well as the bonus stages. Plus, I will summarized and rate all the
characters abilities so you know which character is best for you. I wanted to
get this started and online before the US version hit stores, so please allow
some time for this to grow. Now just sit back and enjoy.
TABLE OF CONTENTS
Coming Soon
Version History
General Definitions
General Character Moves
Detailed Character Moves
Item Descriptions
Classic Mode Breakdown
Adventure Mode Breakdown
Event Mode Breakdown
Home-Run Contest
Multi-Man Melee
Multiplayer Strategies
Team Battle Strategies
Tournament Strategies
Hidden Secrets
Credits
Legal
COMING SOON
- Evasive Maneuvers
- Trophies
- All-Star Mode
- Event Mode Breakdown (Events #21-51)
- Target Test
- Individual Character Strategies
- Multiplayer Stage Strategies
VERSION HISTORY
v1.0
- General Definitions Section
- General Character Moves Section
- Character Moves Section
v1.2
- Some Official Move Names
- Hidden Secrets Section
v1.5
- Multiplayer Strategies Section
v1.75
- Home-Run Contest Section
- Fixed Line Wrapping Issue
- Added Some Alternate Methods in Hidden Secrets Section
- Added a Few Missing Moves in Character Moves Section
v2.0
- Team Battle Strategies Section
- Event Mode Breakdown Section (Events #1-10)
- Added Properties of Jigglypuff Moves
- Fixed a few Hidden Secrets
v2.2
- Tournament Strategies Section
- Revised Some Home-Run Contest Strategies
- Revised a few Hidden Secrets
v2.5
- Multi-Man Melee Section
- Added Events #11-20 to Event Mode Breakdown Section
- Added Disclaimer to Hidden Secrets Section
v2.6
- Item Descriptions Section
- Revised Some Home-Run Contest Strategies
v2.75
- Classic Mode Breakdown Section
v2.9
- Adventure Mode Breakdown Section
GENERAL DEFINITIONS
Legend
+ - And / Together
, - Then / Followed By
/ - Or
Parenthesis
Following certain moves are notes in parenthesis. These notes either list
certain aspects of the move, or when and how the move must be done. Below is a
listing of the main terms found in parenthesis.
air - Can also be done in the air
AIR - Must be done in the air
smash attack - Move is considered a Smash Attack
platform - Attack goes through platforms
power hit - Item or attack is capable of being used to perform a power hit
charge - Special attack can be charged to produce a greater result
stun - Attack will stun opponent for a short time
comeback - Comeback Attack
clear out - Clear Out Attack
close - You must be close to your opponent to perform this technique
ground - Will hit an opponent on the ground
behind - Will hit an opponent behind you
juggle - The move will allow you to juggle or combo your opponent
directional - The move can be done at alternate angles by pressing up or down
distance - The longer you hold the analog stick or button, the further the move
will go
during... - The move must be done during some other move or action
after... - The move must be done after some other move or action
bounces - The move will bounce off a wall
Definitions
Sudden Death - When playing a multiplayer match using time instead of stock,
there is always the possibility of a tie. If two or more players end in a tie,
the game will move into sudden death. During sudden death, the players start in
the same positions they started in at the beginning of the match however they
now have 300% damage. This means that any Smash Attack, Meteor Attack, or Power
Hit will finish your opponents off. However, it has to be one of these attacks.
Don't expect to do a standard punch and launch your opponent. They'll go
farther than normal, but it won't kill them. If there are still two or more
players left after 30 seconds of Sudden Death, bombs will begin to drop from
the sky.
The Crowd - Although you can't see them, there is a crowd in Smash Brothers
Melee that chants your name or gasps as you save yourself from death. If you
get knocked far off the playing area and save yourself, the crowd will gasp in
surprise. If you are high in damage and kill an opponent, the crowd will start
chanting your characters name.
Smash Attack - Just like the original Smash Brothers, if you press forward and
A at the same time, your character will perform a Smash Attack. These are your
most powerful non-item attacks. There are three main Smash Attacks that can be
done by pressing up, down, or forward and A. If an opponent is high in damage,
a Smash Attack will generally finish them off.
Meteor Attack - Every Smash Attack has a Meteor Attack counterpart. If you
press forward and hold A instead of tapping it, your character will begin to
charge the attack. The longer you hold A, the longer your character will charge
the attack, and the greater the damage done once it’s executed.
Power Hits - When you are using an item that can be swung like a sword (beam
sword, star rod, etc.), if you press forward and A your character will perform
a slightly different version of a Smash Attack. Power Hits are generally just
as powerful as Smash Attacks, except they offer varying attributes. For
example, the beam sword gives your Smash Attack more range, while the star rod
adds a projectile to your Smash Attack. Power Hits can also be charged to
perform a Meteor Attack.
Note: Prince Marth and Roy will do a double attack when performing Power Hits.
Instead of swinging only the item in hand, they will follow it up by swinging
their sword as well.
Special Attack Power Hits - Some special attacks can also qualify as a Power
Hit. Anything that can eliminate your opponent with one hit at higher damage
percentages, but is not technically a Smash Attack, can be considered a power
hit. This type of power hit cannot be charged like a Meteor Attack.
Grabs - One of the most important moves in Smash Brothers Melee is the grab. In
the original Smash Brothers, this move was used to grab opponents and toss them
out of the playing area. In Melee, the properties have changed a bit. You can
now throw your opponent up or down as well as forward or behind you. This opens
up combo and juggle possibilities. Some characters have a longer range on their
grabs, like Link or Samus. Depending on the character, a grab may not be a good
choice of attack. Some grabs will also launch opponents farther than others.
Grabs are best used when an opponent has left themselves open near an edge, or
has their shield up.
Shield - When an opponent is trying to attack you, the shield will stop them
from doing any damage. The more damage your shield takes, the smaller or darker
it will get (depending on your character). If your shield takes too much damage
it will break, and you'll become stunned for a few seconds leaving you open to
attack. Your shield can also break if you use it too long. Even if you are not
being attacked, your shield will grow smaller or darker the longer you leave it
up. Use the shield when getting attacked from a distance, but at close range be
careful you don't get thrown.
Dodge - This is by far the most important addition to the Smash Brothers
series. By pressing R or L in combination with Down, your character will step
to the side, avoiding all attacks except throws. If you hold R or L and
continually tap Down, you can dodge multiple times in quick succession. Use
this technique against projectile attacks and anything that would cause your
opponent to be open after a miss.
Roll - Similar to a dodge, the roll has been retained from the original Smash
Brothers. Simply press R or L along with forward or back and your character
will roll in whatever direction you pressed. A forward roll will turn your
character around, so take note of the distance your character rolls. You don’t
want to end up with your back facing your opponent. During the roll animation
your character cannot be harmed by attack. However, at the beginning and end of
the roll you can be damaged, and at any time you can be thrown out of a roll.
Air Jumps - If you get knocked out of the playing area, this is one way to help
get yourself back in the battle. Try to maneuver yourself as close to the
playing area as possible, then use the air jump to either grab the edge or set
up for a comeback attack, or aerial dodge. You can also use air jumps to
position yourself for attacks from above.
Comeback Attack - This is your last chance to get back into the battle after
you've been knocked out by another player. Your comeback attack is generally a
special move that can be done in the air. Do not do this attack until you're
sure it will get you back onto the playing area. If you come up short, you
won't have any other way to get yourself back into the action.
Clear Out Attack - When you're surrounded by several attackers use a clear out
attack to give yourself some attacking room. This move is usually the same move
you'll use as a comeback attack, and will knock away opponents on either side
of you. Be careful as most Clear Out Attacks will leave you open if they’re
blocked.
Edge Attack - Once you've been knocked off of the playing area, if you comeback
but don't quite make it to the closest platform you can grab the edge of it if
you're close enough. While you're holding onto the edge, by pressing A or B,
you will do an attack as your climbing back onto the platform. If you climb
back up without doing the attack, you'll be temporarily open to attack. This
technique only applies to platforms located on the bottom of the stage.
However, if you're in the middle of a comeback attack or any other move, you
won't be able to grab the edge. You can also press up while you’re hanging from
the edge and your character will jump instead of climbing up.
Ratings
Note: These are my personal ratings and your views may differ from what I have
for each character in these categories.
* - The character is one of the worst in this area.
** - Not the worst, but the character could definitely be better.
*** - The character is about average in this area.
**** - Very good in this particular area.
***** - One of the best characters in this area.
Learning Curve - The harder it is to master a characters moves and techniques,
the higher this rating will be.
Power - The more damage a character can do, the higher this rating will be. The
more powerful characters are generally slower, while the faster characters are
usually less powerful.
Speed - This is based on combination of how fast the character can grab, run,
and execute Smash Attacks. A higher rating means a character is faster in these
areas. Faster characters should use their speed and agility to out maneuver
slower opponents.
Recovery - There is recover time after every move. This is the time after a
move when you character cannot move, put their shield up, or attack. The
shorter a characters overall recovery time is, the higher this rating will be.
Characters with higher recovery ratings will have to be aware of when and how
they are using their attacks. A missed or blocked high recovery attack can
cause you a great deal of damage.
Grab - The higher this rating is, the further an opponent will fly after being
grabbed. Characters with higher grab ratings should use this technique when
near an edge. If your character has a low grab rating, use a Smash Attack or
power hit instead.
Offense - This covers how offensive a character can be played. The better a
characters moves and attacks will work to continually damage an opponent, the
higher this rating will be. Characters with high offensive ratings are usually
best played aggressively.
Defense - This covers how defensive a character can be played. The better a
characters moves and attacks will defend against an attacking opponent, the
higher this rating will be. In most cases, a character with a high defensive
rating should wait for their opponent to attack, or anticipate an incoming
attack and counter.
Comeback - The higher this rating, the easier it is for a character to comeback
after being knocked off the playing area. This could mean a character has a
good air jump, or a comeback attack that covers a lot of ground.
Overall - This is the overall playing ability of the character. Once a
character has been mastered, this is a rating of how useful their moves,
attacks, agility, and playing strategies will be in battle, and against other
characters are master levels.
GENERAL CHARACTER MOVES
The following moves are common to all characters. These are the fundamental
aspects of Super Smash Brothers Melee. You must have a good knowledge of the
following moves and attacks before you can become a great player.
Up - Jump
Down - Duck / Drop Below Platform
Forward - Walk
Back - Turn Around
Hold Down - Fall Quickly / Fall Through Platforms (while in the air)
Quickly Hold Forward - Dash
A - Standard Attack / Pick Up Item / Use Item
B - Special Attack
R / L - Shield
X / Y - Jump / Double Jump / Air Jump (the longer you hold the button down, the
higher you jump)
Z - Grab / Drop Item
C Stick - Smash Attack (only in Versus Mode)
Z+Forward - Throw Item Forward
Z+Back - Turn Around and Throw Item
Hold Z - Shield
Hold Z, Forward - Roll Forward and Turn Around
Hold Z, Back - Roll Back
R+A / L+A - Grab / Throw Item
R+Forward / L+Forward - Roll Forward and Turn Around
R+Back / L+Back - Roll Back
R+Down / L+Down - Dodge
R+Down / L+Down - Aerial Dodge (AIR)
R+Up / L+Up - Upward Dodge (AIR)
R+Forward / L+Forward - Forward Dodge (AIR)
R+Back / L+Back - Backward Dodge (AIR)
Up on Directional Pad - Taunt
CHARACTERS MOVES
Bowser
The king of the Koopas has finally graced the realm of Smash Brothers. While at
first he may seem slow and less than stellar, given the proper time and
training, he can become a formidable opponent. His attacks are very powerful
and many of them allow for combo opportunities as well. Bowsers only real
downfalls come in his lack of speed and his minimal defensive skills. While his
clear out attack works well, his roll is very short and his size makes him an
easy target to hit. Combine that with his relatively long recovery time and
beating faster characters becomes quite a difficult task.
Ratings:
Learning Curve - ****
Power - *****
Speed - *
Recovery - **
Grab - ****
Offense - ****
Defense - **
Comeback - **
Overall - ***
Special Attacks:
Fire Breath - B (ground, stun)
Extended Fire Breath - Hold B (ground, stun)
Leaping Bowser Bomb - Down + B (clear out, ground, power hit)
Bowser Bomb - Down + B (AIR, clear out, ground, power hit)
Whirling Fortress - Up + B (air, behind, clear out, comeback, ground, power
hit)
Koopa Claw Slash - Forward + B (air, ground, juggle, power hit)
Koopa Claw Grab - Forward + B (air, close)
Bowser Bite - B (after Koopa Claw Grab, you can bite up to 8 times)
Koopa Head Ram - Forward (after Koopa Claw Grab, juggle, stun)
Koopa Toss - Back (after Koopa Claw Grab)
Regular Attacks:
Quick Slash - A
Quick Double Slash - A, A
Koopa Shell Spin - Down + A (behind, ground, juggle, smash attack, stun)
Koopa Shell Slam - Down + A (AIR, ground, platform)
Bowser Head Smash - Forward + A (ground, smash attack)
Shell Hop - Up + A (behind, clear out, juggle, smash attack)
Overhead Swipe - Hold Up, A (behind, juggle)
Double Ground Swipe - Hold Down, A (ground)
Koopa Punch - Hold Forward, A
Upward Swipe - Hold Up, A (AIR)
Forward Swipe - Hold Forward, A (AIR)
Shell Attack - Hold Back, A (AIR)
Captain Falcon
Falcon is one of the many returning characters from the original Smash
Brothers. He's also more of an advanced character. Many of his attacks take
some time to execute and therefore you need to have very precise timing to have
any success with him. He does have his strong points in that many of his
attacks distance the opponent from Falcon, giving you time to set up your next
move. However, the Captain doesn't have a quick clear out attack when you're
surrounded by a group of attackers. His new attack, the Falcon Dash Uppercut
helps his juggling game a great deal. Just be careful of quick poking opponents
as Falcon can easily be knocked out of this new move. The advantages of using
Captain Falcon aren't enough to warrant the time it will take most players to
become skilled with him. Ganondorf is very similar to Falcon, except his
attacks seem to have better priority and dish out more damage. There are also
other characters which are just as effective and take much less time to learn.
Ratings:
Learning Curve - ****
Power - ****
Speed - ****
Recovery - **
Grab - **
Offense - ***
Defense - **
Comeback - **
Overall - ***
Special Attacks:
Falcon Punch - B (air, power hit)
Falcon Kick - Down + B (air, ground, stun)
Falcon Dive - Up + B (air, close, comeback, platform)
Raptor Boost - Forward + B
Raptor Boost Uppercut - Forward + B (behind, close, ground, juggle, stun)
Aerial Raptor - Forward + B (AIR, stun)
Regular Attacks:
Jab - A
1,2 Punch - A, A
1,2, Knee, Multi-Punch Combo - A, A, A
Continuous Rapid Punches - Rapidly Tap A (during 1,2, Knee, Multi-Punch Combo,
stun)
Double Vertical Kicks - Up + A (ground, juggle, smash attack)
Double Soccer Kick - Down + A (behind, ground, smash attack only on first kick)
Falcon Elbow - Forward + A (smash attack)
Vertical Stomp Kick - Hold Up, A (behind, ground)
Spin Sweep - Hold Down, A (ground, juggle)
Spin Side Kick - Hold Forward, A
Flip Kick - Hold Up, A (AIR)
Aerial Stomp - Hold Down, A (AIR, ground, juggle)
Aerial Knee Stun - Hold Forward, A (AIR, stun)
Aerial Back Fist - Hold Back, A (AIR)
Donkey Kong
This is the Donkey Kong from his series on the Super Nintendo. He is one of the
most powerful characters in the game. Use the wind-up punch at full power and
anyone even close to 100% damage will be gone for good. Don't overuse it or
else the other players will catch on and distance themselves when you've got it
charged up. Try using it during jumps when your opponents aren't expecting it.
His spinning move is also great for coming back from Smash Attacks and getting
out of big groups. DK’s new Smackdown attack is great for setting up combos and
juggles. Old school DK players need to work this attack into their game. The
only problems Donkey Kong has are his high learning curve and his size.
Unfortunately DK is one of the hardest characters to master and it will take a
DK player much longer to escape attacks because of his size. Use your shield to
defend against long range attacks, and dash in to close gaps between opponents.
Ratings:
Learning Curve - ****
Power - *****
Speed - **
Recovery - **
Grab - *****
Offense - *****
Defense - ***
Comeback - ***
Overall - ****
Special Attacks:
Windup - B (air)
Giant Punch - B (during/after Windup, air, behind, power hit)
Spinning Kong - Up + B (air, behind, clear out, comeback, ground)
Hand Slap - Down + B (behind, clear out, ground, juggle, stun)
Headbutt - Forward + B (air, juggle, stun)
Regular Attacks:
Side Swipe - A
Side Swipe, Uppercut - A, A
DK Clap - Forward + A (ground, smash attack)
DK Double Fist - Down + A (behind, clear out, ground, smash attack)
DK Overhead Clap - Up + A (juggle, platform, smash attack, stun)
Horizontal Slap - Hold Forward, A
Low Slap - Hold Down, A (ground)
Upward Swipe - Hold Up, A (behind, juggle)
Aerial Spin Punch - A (AIR, behind)
Aerial Head Butt - Hold Up, A (AIR)
Aerial Foot Stomp - Hold Down, A (AIR, ground)
Aerial Roll Punch - Hold Forward, A (AIR)
Aerial Back Kick - Hold Back, A (AIR, behind)
Dr. Mario
The good doctor has been welcomed into the Smash Brothers family. His moves are
very similar to Mario’s. In fact, there are only a few differences between
Mario and physician counterpart. Dr. Mario shoots pills instead of fireballs,
and he’s also a bit slower and stronger than his plumber variation. This
doesn’t mean the two can be played alike. If you’re looking for speed and
agility, use Mario. If you want more power and slightly more stamina, make Dr.
Mario your character.
Ratings:
Learning Curve - ***
Power - ***
Speed - **
Recovery - **
Grab - ****
Offense - ***
Defense - *****
Comeback - **
Overall - ****
Special Attacks:
Pill Toss - B (air, bounces)
Spin Attack - Down + B (air, behind, clear out, ground, power hit)
Coin Uppercut - Up + B (air, comeback, ground, juggle)
Cape Counter - Forward + B (air, behind)
Regular Attacks:
Quick Jab - A
Quick 1,2 Punch - A, A
1,2 Punch, Boot - A, A, A
Physician Sweep - Down + A (behind, clear out, grounded, smash attack)
X-Ray Palm - Forward + A (smash attack)
Doctor’s Smash - Up + A (behind, juggle, smash attack)
Nurses Uppercut - Hold Up, A
Nurses Sweep - Hold Down, A (ground)
Nurses Boot - Hold Forward, A
Flip Kick - Hold Up, A (AIR, behind)
Spinning Heel Kick - Hold Down, A (AIR, ground, juggle)
Aerial Doctor’s Smash - Hold Forward, A (AIR)
Aerial Back Kick - Hold Back, A (AIR, behind)
Falco Lombardi
Fox McCloud has been joined by another member of the Star Fox team. In a
similar fashion to Mario and Dr. Mario, Falco shares Fox McCloud’s arsenal of
attacks. Their main differences once again fall under speed and power. Falco’s
Laser Blast does more damage and slightly stuns the opponent. He also has more
recovery time after some of his attacks. Lombardi’s jump is well above the
average height of jumps in Melee. Use this to your advantage when running from
an opponent, or setting up an aerial attack. Once again, if you’re looking for
speed, take Fox for a spin. Power and stamina players stick with Falco.
Ratings:
Learning Curve - ****
Power - ***
Speed - ****
Recovery - **
Grab - ***
Offense - ***
Defense - ****
Comeback - **
Overall - ***
Special Attacks:
Laser - B (air, stun)
Lift Off - Up + B (air, behind, clear out, comeback, directional, ground,
platform, stun)
Shield - Down + B (air, behind, juggle)
Falco Dash - Forward + B (air, behind, clear out, ground, stun)
Regular Attacks:
Quick Jab - A
Double Punch Combo - A, A
Double Punch, Rapid Kick Combo - A, A, A
Continuous Rapid Kicks - Rapidly Tap A (during Double Punch, Rapid Kick Combo,
stun)
Flip Kick - Up + A (ground, juggle, smash attack)
Splits Kick - Down + A (behind, clear out, ground, smash attack)
Flying Falco Kick - Forward + A (ground, juggle, smash attack)
Vertical Back Kick - Hold Up, A (behind, juggle)
Tail Spin - Hold Down, A (ground, juggle)
Side Kick - Hold Forward, A
Aerial Flip Kick - Hold Up, A (AIR, juggle)
Aerial Multi-Kick - Hold Forward, A (AIR)
Downward Spin Kick - Hold Down, A (AIR, ground)
Aerial Back Kick - Hold Back, A (AIR, behind)
Fox McCloud
Fox is from Star Fox and Star Fox 64. He carries a laser gun which gives him
the fastest projectile attack in the game. He's also equipped with a special
shield that can serve two purposes. It can be used to damage your opponents if
you're close enough, and it will also deflect projectile attacks. As one of the
faster characters in the game, Fox can get out of tight situations with ease.
You can occasionally use McCloud's Fire Fox move as a clear out, but without a
true clear out attack you'll have to rely more heavily on his other abilities.
McCloud’s new attack is a quick ground dash. It’s so fast, it almost appears as
if Fox is teleporting. Use this move from mid-range and you should be safe
against most counterattacks.
Ratings:
Learning Curve - ****
Power - **
Speed - *****
Recovery - ****
Grab - ***
Offense - ***
Defense - ****
Comeback - **
Overall - ***
Special Attacks:
Blaster - B (air)
Fire Fox - Up + B (air, behind, clear out, comeback, directional, ground,
platform, stun)
Reflector - Down + B (air, behind, juggle)
Fox Illusion - Forward + B (air, behind, clear out, ground, juggle, stun)
Regular Attacks:
Quick Jab - A
Double Punch Combo - A, A
Double Punch, Rapid Kick Combo - A, A, A
Continuous Rapid Kicks - Rapidly Tap A (during Double Punch, Rapid Kick Combo,
stun)
Flip Kick - Up + A (behind, ground, juggle, smash attack)
Splits Kick - Down + A (behind, clear out, ground, smash attack)
Flying Fox Kick - Forward + A (ground, juggle, smash attack)
Vertical Back Kick - Hold Up, A (behind, juggle)
Tail Spin - Hold Down, A (ground, juggle)
Side Kick - Hold Forward, A
Aerial Flip Kick - Hold Up, A (AIR, juggle)
Aerial Multi-Kick - Hold Forward, A (AIR)
Downward Spin Kick - Hold Down, A (AIR, ground)
Aerial Back Kick - Hold Back, A (AIR, behind)
Ganondorf
The Gerudo tribesman has come to wreak havoc on the simple battles of Melee.
His abilities are very similar to those of Captain Falcon, yet he is not a
complete clone. While Falcon excels in speed and agility, Ganondorf is all
about brute force. His attacks will do more damage than Falcon’s, and will also
stun your opponent for a longer period of time. As with most power characters,
Ganondorf is also a little on the slow side. Many of his attacks also have a
lengthy recovery time, so be careful when and how you attack.
Ratings:
Learning Curve - ****
Power - *****
Speed - **
Recovery - **
Grab - *
Offense - ****
Defense - **
Comeback - ***
Overall - ***
Special Attacks:
Warlock Punch - B (air, power hit)
Warlock Kick - Down + B (air, ground, power hit, stun)
Warlock Grab - Up + B (air, close, comeback, platform, stun)
Warlock Dash - Forward + B
Warlock Dash Uppercut - Forward + B (behind, close, ground, juggle, stun)
Gerudo Smash - Forward + B (AIR, stun)
Regular Attacks:
Jab - A
Double Vertical Kicks - Up + A (ground, juggle, smash attack)
Double Gerudo Kick - Down + A (behind, ground, juggle, smash attack, stun)
Warlock Elbow - Forward + A (juggle, smash attack, stun)
Delayed Gerudo Stomp - Hold Up, A (ground, power hit, stun)
Spin Sweep - Hold Down, A (ground, juggle)
Spin Side Kick - Hold Forward, A
Flip Kick - Hold Up, A (AIR, behind)
Aerial Stomp - Hold Down, A (AIR, ground, juggle)
Aerial Gerudo Smash - Hold Forward, A (AIR, power hit, stun)
Aerial Back Fist - Hold Back, A (AIR, behind)
Ice Climbers
Popo and Nana have returned from the land of lost video games. The Ice Climbers
are back and out for revenge. This unique duo fight as a team. You choose which
Ice Climber you wish to control, then the other mimics your actions. Both
characters can be hit, but only the one you control takes damage. Even if the
secondary character gets KO’d, you can still fight it out with just the primary
Ice Climber. However, without your partner your attacks will not be as potent,
and you’ll have trouble coming back after getting launched out of the playing
field. While you can jump right in and start hammering away with them, once you
have a grasp on everything the two are capable of, they will become a fearsome
pair.
Ratings:
Learning Curve - *****
Power - *****
Speed - ****
Recovery - **
Grab - **
Offense - ***
Defense - **
Comeback - **
Overall - ***
Special Attacks:
Ice Shot - B (air, bounces)
Ice Hammer- B (air, behind, close, juggle)
Blizzard - Down + B (air, behind, ground)
Belay - Up + B (air, comeback, secondary Ice Climber must be close)
Squall Hammer - Forward + B (air, comeback, distance)
Regular Attacks:
Downward Hammer- A
Double Hammer Swing - A, A (behind)
Hammer Smash - Forward + A (ground, smash attack)
Hammer Sweep - Down + A (ground, smash attack)
Vertical Hammer Smash - Up + A (juggle, smash attack, stun)
Vertical Hammer Spin - Hold Up, A (ground, juggle)
Mini Hammer Sweep - Hold Down, A (ground, juggle)
Horizontal Hammer- Hold Forward, A
Aerial Vertical Hammer- Hold Up, A (AIR)
Hammer Drop - Hold Down, A (AIR, ground)
Aerial Hammer Smash - Hold Forward, A (AIR, ground)
Reverse Horizontal Hammer- Hold Back, A (AIR, juggle)
Jigglypuff
As one of four playable Pokemon characters in Smash Brothers Melee, Jigglypuff
has the steepest learning curve in the game. Her sleep attack is effective when
used properly, as it will leave an opponent completely open to attack. However,
any characters with long range throws will have a field day, and after her
first few seconds of singing, the attack will no longer put people to sleep,
leaving her wide open. Her defensive attack in which she puts herself to sleep
is good when you're surrounded, but once again, it only defends for the first
few seconds of the attack. Then she becomes completely open to counterattacks.
All that needs to be said about Jigglypuff is train, train, train!
Ratings:
Learning Curve - *****
Power - ***
Speed - ***
Recovery - ****
Grab - **
Offense - **
Defense - *****
Comeback - *****
Overall - ****
Special Attacks:
Jiggly Spin - B (air, behind, directional)
Jiggly Power Spin - Hold B (air, behind, charge, directional, power hit)
Jiggly Punch - Forward + B (air, juggle, ground)
Sleep - Up + B (air, behind, platform, stun)
Self Sleep Counter - Down + B (air, behind, power hit on counter)
Regular Attacks:
Jab - A
Double Jab - A, A
Dash Kick - Forward + A (ground, smash attack)
Head Butt - Up + A (behind, ground, smash attack)
Spin Splits Kick - Down + A (behind, ground, smash attack)
Spin Kick - Hold Forward, A (ground)
Vertical Kick - Hold Up, A (juggle, ground, behind)
Low Kick - Hold Down, A (ground)
Vertical Punch - Hold Up, A (AIR, ground, juggle)
Aerial Spin Kick - Hold Down, A (AIR, ground)
Double Kick - Hold Forward, A (AIR)
Single Kick - Hold Back, A (AIR, behind, juggle)
Kirby
Kirby is of course from all of the various Kirby games. Although he may look
like a cute little pink ball, he packs a mean punch. Most of his special moves
act like power hits or chain hits together, and he can absorb an additional
special move from his opponents. His throw also has strategic value as it can
move you to a higher platform and out of danger. One of his special moves, the
brick, even acts as a power hit and a shield. During this move, Kirby cannot
take any damage unless thrown. He can even take out someone with the hammer if
he attacks with this move. His new Melee attack gives him a hammer to swing at
foes. On the ground, you may opt for a Smash Attack, but in the air, this
multi-hit technique is very useful. If you're looking for an offensive
character, Kirby will definitely do the job.
Ratings:
Learning Curve - ***
Power - ****
Speed - ***
Recovery - ****
Grab - ***
Offense - ****
Defense - ****
Comeback - *****
Overall - *****
Special Attacks:
Inhale - B (air)
Star Spit - A (after Inhale)
Absorb - B (after Inhale)
Absorb Cancel - Taunt (after Absorb)
Final Cutter - Up + B (air, behind, comeback, directional)
Stone - Down + B (air, clear out, ground, power hit)
Hammer Swing - Forward + B (behind, ground, power hit from behind)
Hammer Spin - Forward + B (AIR, behind, ground, stun)
Regular Attacks:
Jab - A
1,2 Punch - A, A
Rapid Punch Combo - A, A, A (stun)
Continuous Rapid Punch - Rapidly Tap A (during Rapid Punch Combo, stun)
Flip Kick - Up + A (behind, ground, juggle, smash attack)
Spin Sweep - Down + A (behind, clear out, ground, smash attack)
Lunge Kick - Forward + A (ground, juggle, smash attack)
Vertical Kick - Hold Up, A (behind, ground, juggle)
Low Kick - Hold Down, A (ground)
Spin Kick - Hold Forward, A (ground)
Aerial Vertical Kick - Hold Up, A (AIR, behind, ground)
Aerial Spin Kick - Hold Down, A (AIR, ground)
Aerial Multi-Kick - Hold Forward, A (AIR)
Aerial Back Kick - Hold Back, A (AIR, behind)
Link
As one of the most popular characters in the original Smash Brothers, Link
remains one of the easier characters to learn and master. He's one of the more
powerful characters, his clear out move has a wide range, and he now has three
projectile attacks. The bomb has been toned down a bit, but is still very
useful. The boomerang can hit opponents going out or coming back and will stun
opponents. His new Arrow Shot covers more distance than the bomb, and does more
damage than the boomerang. Link's grab is also long range, which can be good or
bad depending on how you play. However, his best addition is his ability to
grab edges with the hook shot. Link players no longer have to rely on the sword
spin as a comeback move. Once mastered, Link can be very difficult to defeat.
Ratings:
Learning Curve - **
Power - ****
Speed - ***
Recovery - **
Grab - **
Offense - *****
Defense - ****
Comeback - ****
Overall - *****
Special Attacks:
Silver Arrow - B (air, charge, distance)
Sword Spin - Up + B (air, behind, clear out, comeback, ground)
Bomb Pull - Down + B (air)
Bomb Throw - Down + B (after Bomb Pull, explodes on impact, air, stun)
Bomb Toss - A (after Bomb Pull, explodes on impact, air, directional, distance,
stun)
Boomerang - Forward + B (air, bounces, directional, ground, stun)
Regular Attacks:
Sword Swipe - A
Double Sword Swipe - A, A
Sword Swipe Combo - A, A, A
Rapid Sword Combo - A, A, A (close, stun)
Continuous Rapid Sword - Rapidly Tap A (during Rapid Sword Combo)
Sword Thrust - Forward + A (ground, smash attack)
Double Sword Thrust - Forward + A, A (ground, smash attack)
Double Low Swipe - Down + A (behind, clear out, ground, smash attack)
Triple Upward Swipe - Up + A (behind, ground, juggle, smash attack)
Upward Thrust - Hold Up, A (behind, clear out, ground, juggle)
Low Swipe - Hold Down, A (ground, juggle)
Sword Swipe - Hold Forward, A (behind)
Kick - A (AIR)
Upward Stab - Hold Up, A (AIR, platform)
Spin Swipe - Hold Forward, A (AIR, behind)
Double Back Kick - Hold Back, A (AIR, behind)
Luigi
Not only did Luigi get his own game with the launch of the GAMECUBE, but he has
been given new abilities that separate him from Mario even more so than the
original Smash. The differences between Mario and Luigi are quite similar to
their differences in Super Mario Brothers 2. Luigi can jump higher and longer
than Mario which in this game can be the difference between life and death.
Luigi's fireball also only goes straight whereas Mario's has a downward slant
to it. Luigi’s newest attack makes him the only character in the game that can
use a special attack multiple times while in the air. The Luigi Rocket attack
adds a great deal to his comeback abilities, as well as his offensive skills.
Ratings:
Learning Curve - **
Power - ***
Speed - **
Recovery - ***
Grab - ***
Offense - ***
Defense - ****
Comeback - ***
Overall - ***
Special Attacks:
Fireball - B (air, bounces, stun)
Super Jump Punch - Up + B (air, comeback)
Luigi Cyclone - Down + B (air, behind, clear out, ground)
Green Missile - Forward + B (air, charge, distance, power hit, stun)
Regular Attacks:
Jab - A
1,2 Punch - A, A
Butt Thrust Combo - A, A, A
Finger Smash - Forward + A (smash attack)
360 Low Kick - Down + A (behind, clear out, ground, juggle, smash attack)
Luigi Slap - Up + A (behind, juggle, smash attack)
Reverse Kick - Hold Forward, A (directional)
Upward Punch - Hold Up, A (behind, juggle)
Ground Kick - Hold Down, A (ground)
Aerial Kick - A (AIR, juggle)
Flip Kick - Hold Up, A (AIR, behind, juggle)
Luigi Chop - Hold Forward, A (AIR)
Foot Spin - Hold Down, A (AIR, ground)
Reverse Kick - Hold Back, A (AIR, behind)
Mario
What would a Nintendo game be without this little Italian plumber? And like all
other games with multiple Nintendo characters, Mario is the all around average
character. At least at first glance. In Melee, Mario has been given the ability
to deflect almost any attack. Projectiles, the homerun bat, Smash Attacks, he
can deflect it all. The Cape Counter has given Mario new life in the Smash
series. New players and veterans alike should be able to dominate over most
characters with Mario’s newfound skills.
Ratings:
Learning Curve - ****
Power - ***
Speed - ***
Recovery - ****
Grab - ****
Offense - ***
Defense - *****
Comeback - **
Overall - ****
Special Attacks:
Fireball - B (air, bounces, stun)
Mario Tornado - Down + B (air, behind, clear out, ground, juggle, power hit)
Super Jump Punch - Up + B (air, behind, comeback, ground)
Cape Counter - Forward + B (air, behind)
Regular Attacks:
Quick Jab - A
Quick 1,2 Punch - A, A
1,2 Punch, Boot - A, A, A
Plumber Sweep - Down + A (behind, clear out, grounded, smash attack)
Fire Palm - Forward + A (smash attack)
Mario Smash - Up + A (behind, juggle, smash attack)
Punch Uppercut - Hold Up, A (juggle)
Kick Sweep - Hold Down, A (ground)
Spin Kick - Hold Forward, A
Flip Kick - Hold Up, A (AIR, behind)
Spinning Heel Kick - Hold Down, A (AIR, ground, juggle)
Aerial Plumber’s Smash - Hold Forward, A (AIR)
Aerial Back Kick - Hold Back, A (AIR, behind)
Mewtwo
The g